untune's Forum Posts

  • Don't forget that the main reason that games with impressive graphics such as this one look so good is that because generally, the person who made the artwork has some genuine artistic talent... software doesn't do it for you ;)

    I'm guessing the 'new' look to the graphics might refer to the lack of pixellated edges which is a common look amongst retro sprites. Since it's free, download GIMP and experiment with painting using anti-aliased brushes, and also be sure to search google for tutorials on digital painting to get to grips with the fundamentals! :)

  • Very nice, tidy little engine :) Feels solid, can see it being really useful! Will download that colour plugin and have a look at the cap tomorrow to see how it all works :)

  • Link appears to be dead?

  • Both run fine now <img src="smileys/smiley1.gif" border="0" align="middle" />

    Though of note: whereas the first version of the second test rotated so that the object passed all the way from the top to bottom/bottom to top (depending on scoll direction) the new one passes from the top to the middle of the window as though the 'camera' is positioned at the edge of the circle rather than the middle.

    Not sure if this is an issue or not but thought I'd mention it just in case!

  • For reference I'm on Win7 64bit.

    Ran the new first one and got -2.13113184851067 in every corner and nothing in the centre. Ran it again and got the -3355458048 all subsequent times I tried again.

    Ran the second one and saw nothing this time!

  • The first time I ran the first one I got 0 in every corner and 4 pink pony thingamabobs in the middle. The second time the numbers all said 2.something or -2.something (can't remember which) and there was nothing in the centre. Third time onwards if I run it there's nothing in the centre and each corner says -3355458048. CPU is an Intel Core2Duo 6420, stock 2.13GHz but currently running at 2.96GHz.

    Second one appears to work as described!

  • Cheers lucid, just got the pro version so I'll keep an eye out for that email this week... Keep up the good work! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Every so often I get an itch to make a game and although it never seems to happen, this has got me very excited. The aspect of making games I find most attractive is creating something that looks beautiful - which often means a heavy time investment in terms of artwork. While I have no problem actually creating artwork, I have very little patience for animation and have always found it so daunting that my ideas usually fade away before I even start work on them.

    Looks as though Spriter will change all that! It's a great idea and a genuinely useful one, think I might grab the pro version while it's cheap :)

  • I thought divide by zero might be the cause, all the movement calculations use multiplication - I suppose it's easier to just post the cap here as it's very basic at the point anyways. I guess it's something to do with the friction of thrust calculations?

    v99.92

    http://www.mediafire.com/?ky1m1p7wcrqblcb

  • I've hit on a little snag, yet again

    Basically I've got a Thrust-style spaceship thing that hits a certain point (I can't determine what, exactly - it seems to occur when it is slowing down/coming to a stop) where the ship sprite just vanishes from the screen.

    I've set up a couple of debug text boxes that continuously report the X and Y position as well as the X and Y velocities. After it has vanished, pressing W (to move forward) makes these text boxes report '-1.#IND'

    Any idea what that is? Cheers

  • Deleted and redownloaded again, same problem, but disabling the caption fixed it. No idea Hahaha

  • Still drifting, maybe my installation is screwed, somebody else should test it on v92

  • When I ran this Quazi, the sprite was constantly drifting left... also lost any ability to close it, I'm thankful for Alt+F4 haha

  • Might have found a bug here, or maybe I'm doing something wrong. Last night I attempted to merge rojohounds example into my original project, and it refused to work. Eventually I stripped it back so that mine was basically event for event identical to the example, even down to the event ordering. At that point it miraculously began to work. This is keeping in mind that in rojohounds example, the target is the mouse pointer and in mine, the target was a sprite X/Y which was placed at the location of the mouse in the Always event.

    Anyways, I thought Construct was just having a bit of a funny turn and left it. I was experimenting just now seeing if I could get a target to move in a restricted circle around my ship. The cap I've posted doesnt work. However, if you change the references to 'Target.x' and 'Target.y' in the set target position line to instead be mouse coordinates mousex and mouse y, it works (not properly but that's because I only just started playing with this)

    See if anyone else has a problem

    http://www.mediafire.com/?5q5kn9dsxp3gb92

    It would seem that there's some problem working out an angle between two objects, but it''s fine when using an object and the mouse?

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  • fps:193

    threads:2

    cores:2

    Intel Corporation

    3199mhz